CRYSIS WARHEAD Postmortem: Blowing Up Stuff
Speaker: Bernd Diemer (Producer, Crytek GmbH)
Date/Time: TBD
Track: Production
Secondary Track: Game Design
Format: 60-minute Lecture
Experience Level: Intermediate
Session Description
This talk gives an insight into the development of CRYSIS WARHEAD, Crytek's follow-up title in the CRYSIS franchise. It covers the creation of the initial vision for the game and shows why and how herding cats is an important skill for a producer. It shows the development methods and processes used for developing a franchise title with a new team, in two studios in parallel.
Takeaway
* How to define a vision for a title within the boundaries and framework of an established franchise
* How to use fast prototyping to validate initial designs and to build up team confidence and trust
* How to create and use pragmatic design rules to drive the team
* Examples for a flat development structure and tools following agile development methods
* How creative ownership can be used to improve quality
* How focus test feedback and metacritic predictions can be translated into actual developer tasks, and hopefully improve the quality of your game
* Lastly how agile can be used as a means to herd a team of very vocal perfectionists towards a deadline
Intended Audience and Prerequisites
Producers, game designers and teams working with within franchises should benefit from the topics covered in this talk. Attendees should be familiar with basic development techniques and terminologies.